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THE GAME OF WAR 



Invention of 

HUDSON MAXIM 

LANDING, N. J. 



United States Patent Applied For 
Copyright, 1910, by Hudson Maxim 



Instructions, Rules, Diagrams, Illustrative Game 
and Problems 



©CI.A25'9229 



The Game of War 




The board upon which the Game of War is played shown 
in its proper colors. 



The Game of War 



THE GAME OF WAR is one of skill, and be- 
longs to that class which includes chess and 
checkers. It is played upon a board laid out 
in squares or rectangles, and the pieces employed 
represent and symbolize the important men and 
weapons of warfare, while their movements simulate 
the military evolutions of two armies opposed in 
battle, advancing, retreating and engaging in the 
diA^erse methods that characterize actual warfare, 
and employing all the A^arious forms of strategy. 

Each side, as a fighting force, comprises °a king, 
a commanding officer, field and siege artillery, 
cavalry and ordinary troops and flying machines. 

All the movements of chess are found in the game, 
and, in addition, the troops have the movements 
made familiar in checkers or draughts, while some 
pieces are given different moves, and more freedom 
of movement than in either chess or checkers. But 
while these two games are thus drawn on to con- 
tribute all their virtues, the vital principle of the 
Game of War is radically difi^erent and wholly new. 
In chess the game is won when a player so hems in 
his adversary's king that it cannot escape capture ; 



The Game of War 



in checkers all of the adversary's pieces must be cap- 
tured and taken from the board, or the last of them 
penned, to secure a victory. In the Game of War, 
however, the object is to lay siege to and capture 
the citadel — a central square in the king's rank on 
which the ruler is stationed at the outset of the 
game. When an adversary's piece can enter and 
hold this square without being captured at the next 
move, such occupancy of the citadel wins the game. 

Chief of the many other distinctive features in the 
Game of \Ya.i- is the introduction of two flying ma- 
chines on each side. The purpose and the move- 
ments of these are wholly novel, and give a singular 
fascination to the playing of the game. Moreover, 
the board used in the game is of a new design, hav- 
ing one hundred squares, instead of sixty-four, as in 
chess and checkers, and the all-important citadel 
square stands forth in battlemented prominence. In 
addition, there are four flying machine stations. 

The possibilities of combination and position, al- 
ready great in chess, are vastly greater in the Game 
of War, by reason of the increased size of the board, 
the presence of new pieces, the introduction of new 
movements and the complete novelty in the objec- 
tive of the attack. An extraordinary zest is given 
to the game from the fact that, essentially unlike 
both chess and checkers, the most spirited attack 
and defense can be carried on at one and the same 
time by both sides. In consequence of this, the ex- 
citement of the struggle always surpasses anything 
possible in other games, while a draw is rendered 
practicalh^ impossible, whether the two players be 
tyros or adepts. 



The Game of War 



DESCRIPTION OF THE GAME 



THE surface of the board, which is rectangular, 
is divided into one hundred squares of equal 
size, alternately white and black, with four 
attached circular spaces — two white and two black. 
One square on each side of the board is distin- 
guished as the citadel, both by its color and by its 
encircling battlements. (See Fig. 1.) 

The pieces are forty in number — twenty red for 
one player and twenty blue for the other. These 
pieces are as follows for each player : King, General, 
Cannon (two), Horse or Cavalry (two), MtDrtars 
(two). Flying Machines (two). Troops (ten — five 
van and five rear). (See Fig. 2.) 

The game is played by two players. The choice 
of colors having been determined by lot, the board 
is so placed that each player has in the rank nearest 
him on his side of the board a citadel square of his 
color, which is that square having an inner battle- 
mented area of blue or of red. Each player then 
places the pieces of his color in their positions, as 
follows: Beginning with the king upon the citadel, 
the general occupies the next square at the right 
upon the red side and the next square at the left 
upon the blue side, and then upon each side of the 
king and general on both sides of the board are un- 
occupied squares, and immediately behind these 



The Game of War 




Fig. 1. 

Diagram of the board on which the Game of War is played. 



The Game of War 




Kins. 




c. 


,Hj 


))> 


L 


i!: 





Horse or Cavalry. 






B 



Fig. 2. 

The pieces with which the 

Game of War is 

played. 






General. 




^ 



Flying Machine. 



Van Troop. 



The Game of War 



unoccupied squares are four circular spaces or areas, 
one black and one white on each side of the board, 
upon which the flying machines are placed. Next, 
on each side in regular order, come the field artillery 
or cannon ; then the horse or cavalry, and, lastly, 
upon the corner squares are placed the mortars or 
siege artillery. The ten troops are placed on those 
ten squares marked by a dot of their color, the rank 
of larger troops behind the smaller. 

Fig. 3 shows the location of the respective pieces 
upon the board, each being in its proper position at 
the beginning of the game. 

The game is opened by one player moving any 
piece from one square to another, according to the 
rules of movement hereinafter described. The 
other player then moves in turn, and this alternation 
of moves continues until the end of the game. The 
victory is secured by the player who is able first to 
place a piece in his adversary's citadel that cannot 
be captured at the next move. 

The moves of the pieces are as follows : 

The king moves one square at a time, in any direc- 
tion, straight or diagonally, right or left, forward or 
backward, as does the king in chess. 

The general moves any number of squares in any 
direction, either straight or diagonally, right or left, 
forward or back, as does the queen in chess. 

The cannon move any number of squares diagon- 
ally upon their proper color (black or white), as do 
the bishops in chess. 

The horse or cavalry move one square diagonally 
and one straight, as do the knights in chess. 



The Game of War 



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BLUE 



Fig. 3. 

Showing the location of the respective pieces upon the board 
at the commencement of the game. 



The Game of War 



The mortars or siege artillery move straight any 
number of squares, right or left, forward or back, as 
do the castles in chess. 

Each flying machine has only a single move in a 
game, which move may be made over any interven- 
ing pieces to any unoccupied square whatsoever 
of the color of its station, except to either of the two 
citadels, after which it must remain on that square 
until the end of the game, thus blocking such square 
against occupancy or passage over it by pieces of 
either color. 

The troops, having the combined movem^ents of 
the pieces in checkers and the pawns in chess, may 
move forward one square at a time, either diagonally 
as in checkers, or straight as in chess, except in the 
first move, when a troop can be advanced two 
squares straight, at the option of the player, as in 
chess, but it cannot be moved two squares in a 
diagonal direction. The troops cannot move back- 
wards or sidewise. 

Xo piece can be moved to a square occupied by 
another of its own color. No piece can pass over a 
square occupied by another piece of either color, 
except the horse and the flying machines, which are 
able to leap over any intervening piece to an un- 
occupied square, and the troops in making their 
jumping moves to take an adversary's troops, as in 
checkers. Any piece, except the flying machines, 
can capture any piece of the opposite color, except 
the fhdng machines, on a square within its range of 
movement. The flying machines alone, of all the 
pieces, can neither capture nor be captured. 

Captured pieces are removed from the board. 



The Game of War 



A troop can capture only a piece on an adjoining 
square diagonally in front of it, either by occupying 
the square of the piece thus captured, as in chess, 
or, when the opposing piece is a troop, but not 
otherwise, by leaping over it to the next adjacent 
square beyond the captured piece diagonally, as in 
checkers, provided, of course, that the square beyond 
be unoccupied at the time. Although a troop can 
move forward upon an unoccupied square lying next 
before it in a straight line, it cannot capture a piece 
occupying such square. A troop, when offered one 
or more troops of the opposite color, to be taken b}^ 
jumping, as in checkers, must so take by jumping, 
as in checkers, or, if the taking player so elects, the 
capture can be made by moving upon the square of 
the offered troop, or the capture of the offered troop 
can be made instead by any other piece bearing 
upon this square. If the troop elects to jump, then, 
should there be two or more troops in positions to 
be taken by continuing the jump, he must, as in 
•checkers, take all of the troops of his opponent thus 
•offered. When a player offers a troop to be jumped 
or taken by a troop of an opponent, if the taking 
troop be also in a position to take a larger or more 
important piece, it is at the option of the player 
which piece he shall take. But he must take a troop 
offered to any troop of his own other than the one 
thus attacking a piece, and in the event of such offer 
has no option to capture the threatened piece in- 
stead. 

Any troop attaining the last rank on the far side 
of the board cannot then be captured, but remains 
■dead on the square thus reached for the remainder 



The Game of War 



of the game, and such square is henceforth blocked 
by the dead troop against occupancy by any piece 
and against passage over it by any piece except the 
horse and the flying machine. This rule, however, 
does not apply in the case of a troop's entrance into 
the citadel of the opposite side, when it is still liable 
to capture by the enemy, but has itself necessarily 
no further move. 



The Game of War 



THE NOTATION 



THE notation employed in the Game of War 
for play and problems is as follows : 

The pieces to the left of the red king as 
they are set at the opening- of a game are termed, 
respectively, the king's flying machine, the king's 
cannon, the king's horse, the king's mortar ; while 
those pieces on the right of the red general are 
called the general's flying machine, the general's 
cannon, the general's horse, the general's mortar. 
And the blue pieces to the right of the blue king 
and to the left of the blue general, as they are set 
at the opening of a game, are designated in like 
fashion. 

For purposes of abbreviation the initials alone 
suffice, thus : K for king, F for flying machine, C 
for cannon, H for horse, M for mortar, T for troop 
and G for general ; and the compounds : KF for 
king's flying machine, KG for king's cannon, KH 
for king's horse, KM for king's mortar, KT for 
king's troop, GF for general's flying machine, GG 
for general's cannon, GH for general's horse, GM 
for general's mortar, GT for general's troop. 

The troops take their names from the pieces in 
front of which they are placed at the opening of the 
game. Thus, the troop standing before the king is 
known throughout the game as the king's troop 



The Game of War 



(KT), while that in front of the king's horse is called 
the king's horse's troop (KHT). 

The square on which each piece stands at the be- 
ginning of the game has the name of that piece, with 
the exception of the king's square, which is known 
as the citadel, and, with the exception of the squares 
occupied by the troops, which have no distinctive 
designation. Thus, the general stands on the gen- 
eral's square ; the king's cannon stands on the king's 
cannon's square, and similarly of all the other 
squares occupied in this rank. For the purposes of 
the notation the vacant square immediately before 
each flying machine station is termed the flying- 
machine's square, although it is not occupied as 
such at the beginning of the game. 

The rows of squares as they run from right to 
left are called ranks, and that rank nearest the 
player is termed the king's rank, which is the first 
rank. For example, the troops are placed at the 
outset of a game on the third and the fourth ranks 
of each side, respectively. The rows of squares run- 



nnig across the board at right angles to the ranks 
are called files. The file proceeding from each piece 
as it is set in the king's rank at the opening of the 
game is called by the name of that piece. Thus, the 
file on red's extreme left is termed the king's mor- 
tar's file ; the one next it is termed the king's horse's 
file, and the like fashion is followed in designating 
the other files. In addition, the squares in each file 
are numbered in order from one to- ten. To illus- 
trate, the king's troop at the beginning of a game is 
stationed on the third square of the king's file. This 
is known as the king's third, and is abbreviated to 



The Game of War 



K3. If this troop be advanced one square in a 
straight Hne toward the opposite side of the board, 
it will then stand on the king's fourth (K4). Were 
it advanced two squares straight, it would stand then 
on the king's fifth (K5). So of all the other squares 
on the board, they are known by their numerical 
position in the various files. For example, the gen- 
eral's mortar's second square is written GM2, while 
the king's flying machine's fourth is designated KF4. 

It must be borne in mind, also, that this notation 
is double, since each square is reckoned by its posi- 
tion in a file, starting with the king's rank of each 
player. That is to say, the red king's cannon stands 
at the outset of a game on its square, but its position 
to the player of blue on the opposite side of the 
board is KCIO, for he reckons each square according 
to its position in the file running from his own 
king's rank. 

This subject of the notation employed in the game 
is made clear by the accompanying diagram of the 
board (Fig. 4), whereon the dual terms for each 
square are given in abbreviated form. 



The Game of War 




KM1 



Fig. 4. 

Showing- each square with its notation or distinctive denom- 
ination marked in duplicate according to its distance in 
a forward direction from the square in its file upon the 
rear rank of squares of each player. 



The Game of War 



1. 

2. 

3. 

4. 

5. 

6. 

7. 

8. 

9. 
10. 
11. 
12. 
13. 



SPECIMEN GAME 



The Siege Gambit. 



RED. 



GM to M2 
KM to M2 
GM to K2 
KT to K4 
GM to K3 
KM to K2 
K to G2 
G to Citadel 
KT to F5 
M takes M 
M takes M 
M enters Citadel 
G takes H 



1. 

2. 

3. 

4. 

5. 

6. 

7. 

8. 

9. 
10. 
11. 
12. 



BLUE. 

GM to M2 
KM to M2 
KT to K5 
GM to K2 
GM to K4 
KM to K2 
GC to M3 
G to H4 
KT takes KT 
M takes M 
GH to F2 
H takes M 



And Red wins. 



If, at the eisrhth move, Blue, instead of movino- the 
general to his horse's fourth, had advanced the 
king's cannon to the flying machine's second, the 
enemy's attack would have been seriously ham- 
pered. 

It will be observed in reference to the ninth move 
by Blue, that in its capture of a troop by a troop, 



The Game of War 



the taking troop advanced either to the king's fly- 
ing machine's sixth, or to the king's cannon's 
seventh, thus occupying the square of the captured 
troop as in chess, or leaping over it to the square 
beyond, as in checkers. Blue is forced to make this 
ninth move of the game under the rules, since Red's 
preceding move was of the king's troop to the king's 
flying machine's fifth, whereby that troop was of- 
fered in surrender to the opposing troop, and Blue 
having no other piece bearing upon it was obliged 
to capture it with his troop. Blue's choice as to 
whether he effect the capture in the manner of chess 
or in that of checkers does not modify the remainder 
of the game as here played. 

But Blue's final defeat at this point in the game 
might be avoided by the following play : 

RED. BLUE. 

11. M takes M 11. KF to K2 

The interposition of the flying machine blocks 
Red's advance on the citadel along its file, and makes 
necessary the development of other strategics. But 
the advantage still remains with Red. 



The Game of War 



THE LAWS OF THE GAME 



I. The Board. 

The board must be so placed that each player has 
a citadel rank on the side next him, in which the 
citadel is of the color of the pieces with which he is 
to play. 

II. The Pieces. 

I A game must be abandoned whenever, in the 
course of it, it is discovered that the pieces were 
improperly placed at the outset, or that any one of 
them was omitted from its position on the board. 
The accidental removal of a piece from the board 
after the beginning of a game shall cause the game 
to be annulled, unless the two players, on discovery 
of the error, agree as to the retraction of the moves 
made during the absence of such piece, and as to its 
proper situation when restored to the board. 

III. Color and First Move. 

The choice of colors before beginning a game and 
the right of moving first shall be determined by lot. 
The colors thus determined shall be retained by the 
two players throughout the games of the sitting, but 
each of the players alternately shall have the first 
move in successive games of a sitting. The player 



The Game of War 



having the first move in an annulled game shall 
have the first move in the game next following. 

IV. Playing Out of Turn. 

If a player make the first move in a game when 
it is not his turn to do so, the game must be an- 
nulled, unless each player has already executed four 
moves before the discovery of the error, in which 
case the game must continue as if no mistake had 
been made. But in the latter case the opposing 
player shall be entitled to the first move of the fol- 
lowing game. 



V. Playing Twice in Succession. 

If a player move a man when it is not his turn to 
play, that move must be immediately retracted, but 
after the play by his adversary he must move the 
piece so touched, if such play be possible. 

VI. Touch and Move. 

A player must never touch any piece unless it be 
his turn to move, or unless he touches it for the pur- 
pose of adjusting it on the board, in which case he 
must say, "I adjust," or equivalent words of ex- 
planation before taking hold of the piece. A player 
whose hand touches a piece of his own when it is 
his turn to play is obliged to move the piece thus 
touched, if it can be done legally ; or, if his hand 
touch one of his adversary's pieces when it is his 
turn to play he must capture the piece thus touched, 
if it be possible to do so legally. If such move in 
either case cannot be lawfully made, the offending 
player must move his king. But if a move of the 



The Game of War 



king be impossible owing to its position there shall 
be no other penalty. If one of the players hold in 
his hand a piece through indecision as to where to 
place it, his adversary may demand that it be re- 
placed on its former square until the decision be 
made, and the piece must then be moved. If a 
player, when it is his turn to move touches wnth 
his hand more than one of his own pieces, he is 
compelled to play whichsoever his antagonist shall 
choose that is legally movable ; or, if, when it is his 
turn to move, he touches two or more of his ad- 
versary's pieces, he must capture that one which 
his adversary shall select, if it be lawfully exposed 
to capture. If none of the opposing pieces thus 
touched be liable to capture the player must move 
his king, if this be possible ; if not, there shall be 
no penalty. 

VII. False and Illegal Moves. 

When a player is guilty of a false move, either by 
placing a piece of his own on a square to which it 
cannot properly move or by capturing an adverse 
piece by some move not lawful, he must, at the will 
of his opponent, either move his own man legally, 
capture the piece legally, or move any other mov- 
able piece selected by his opponent. If an illegal 
move be discovered at any time in a game before 
four moves subsequent have been made by each 
player the moves back to and including the illegal- 
ity shall be retraced. But after four moves have been 
made by each player following the illegal move the 
game shall continue without any correction of the 
error. 



The Game of War 



VIII. Penalties. 

Neither player is compelled to enforce any pen- 
alty against his adversary, and each penalty must 
be enforced, if at all, before the touching of a piece 
for the succeeding move. But a player who touches 
a piece to move after a false move or an illegal move 
shall not be compelled to move such piece nor to re- 
mit the penalty for such false or illegal move. 

IX. A Drav^ Game. 

Either player may call upon his adversary to draw 
the game or to win it within twenty moves on each 
side, if his opponent persists in repeating a partic- 
ular move. 

X. Abandoning a Game. 

A\^hen a player abandons a game before its reg- 
ular conclusion, or voluntarily resigns, or wilfully 
upsets the board, or disarranges the pieces inten- 
tionally, or refuses in any manner to abide by the 
laws of the game, the game so interrupted shall 
count as a game won by his adversary. 

XI. Time. 

The time within Avhich moves shall be made may 
be mutually agreed upon by the players. When 
there is no such agreement, then, at the end of five 
minutes, if a given move has not been made, "Time" 
must be called in a distinct manner by the opposing 
player ; and, if the move be not completed on the ex- 
piration of another minute, the game shall be ad- 
judged as lost through improper delay. 



The Game of War 



PROBLEMS 



Position in 


Problem I. 


RED. 


BLUE. 


K at KF2 


K at G2 


M at GF2 


G at KF5 


C at GF8 


F at F2 


T at GH3 


F at F2 


T at GM4 


T at GC4 


F on station 


T at GH3 


F on station 


T at GM5 



Red to move and win in three moves. 
Position in Problem II. 

RED. BLUE. 



K at K2 
M at KC9 
H at KF2 
F at KF3 
F at GF8 



G at GC6 
H at GF2 
F at G3 
F at K8 
T at GF6 
T at KH4 



Red to move and win in four moves. 



Position in Problem III. 

(See Fig. 5) 
Red to move and win in three moves. 



The Game of War 




Fig. 5. 

Problem III. — Red to move and win in three moves. 



The Game of War 



SOLUTIONS OF PROBLEMS 





Problem I. 






RED. 




BLUE. 


1. 

2. 

3. 


M to K2 

M to Citadel 

C takes K 


1. 
2. 


G to G3 

K takes M 




And Red wins. 






Problem 11. 






RED. 




BLUE. 


1. 
2. 
3. 
4. 


M takes H 

H to G3 

M to K2 

M enters Citadel 


1. 
2. 
3. 


G takes K 
G takes H 
Any move 




Aiid Red wins 






Problem III. 






RED. 




BLUE. 


1. 
2. 
3. 


T to F6 
T to G7 
C takes K 


1. 
2. 


T takes T 
T takes T 




And Re 


d wins 





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